Step 1: Remove Construct Essence Feat
Step 2: Add "Renegade Mastermaker" Prestige Tree to Artificer
Now for the actual tree (I need help with this it's missing alot)
Core 1 Construct Essence - Gain 50% healing from Repair spells but suffer a -25% penalty to positive energy healing. In addition, you now take 50% damage from rust effects. This healing increase by 10% for every Core ability (penalty remains at -25%), Gain Living construct type (as well as your current) +1 Repair Spellpower per pt. spent in tree. ANTI-req: Warforged or Bladeforged
Core 3 ???
Core 6 ???
Core 12 A "repair" version of True Rez (SLA)
Core 15 Auto-Repair Systems
Core 18 ???
Core 20 +40 Repair Amp (for a total of 150%)
Possible Abilities inside Tree
Battle Fist - This would probably be a full line from Tier 1 all the way to tier 5 basically an SWF version of Unarmed combat (rune arm in other hand) this counts as a light bludgeoning weapon AND unarmed (in PnP it was considered natural AND manufactured weapon making it special) for any effects such as improved weapon finesse. The "Arm" can be improved using Cannith Crafting (bigger enchantments per tier)
Note: Possibly make this a multi-selector for a Heavy OR Light Battlefist with the former being 1d8 base but is not finessable the latter being 1d6
Tier 1 - Increases Unarmed Damage to 1d6, Attacks considered Mithral (1d8 & Adamantine if Heavy)
Tier 2 - +0.5w, +X Craftable
Tier 3 - +0.5w, +X Craftable, +1 Crit Range (19-20)
Tier 4 - +0.5w, +X Craftable, +1 Crit Threat (x3)
Tier 5 - +0.5w, +X Craftable, Some special battlefist unique attack...Rocket uppercut :P (+3{w} prone & stunned on failed save uses int for DC, balance check to get back up)
Master Crafter - various bonuses to crafting
Various Warforged traits, some even slightly better (due to newer tech and because if MM makes you even with WF it wou;dn't be worth it)
One example of "better" is making it so poisons actually heal you due to filters etc.
Increased Fort (can get up 125% in total)
Increased PRR and bonus HP
A couple cool effects that make use of the mech fist....thinking maybe an attack that immobilizes the target (ie. You grab the target with your fist keeping it from moving and putting it in a "helpless" state
+Str/Con
"Palm Shot" equipping a x-bow now causes you to fire bolts out of your battle fist, otherwise it functions as battle fist normally does. (anything that effects crossbows or battlefists affects this attack (ie. Quick Draw) unless it's specific to melee. (ie. Power Attack)
Various "Mass" repairs
Multi-selector allowing choice of Composite, Mithral or Adamantine Plating (as WF Feats) and allows use of docents....gains similar MRR and dodge/evasion restrictions due to "Armor Up"
Inscribed Armor - requires Metal Plating - removes ASF penalty from plating
Bonuses to Will and Fort possibly with no fail on a 1 at Tier 5 (like +2/3/6 Will/Fort than Rank = 3 no fail on a 1)
An ability using your UMD score called "Intimidating Display" where you basically flare up your new tech showing of the arcane lines,etc. a failed save will cause fear-like effect, a succesful save leaves them shaken.
"Imbued Rune arm" - You have become one with your rune arm causing it to automatically fire off at max charge and increasing its DC by X
Thats all I can think of for now, I'm very open to suggestion